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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Tools/LevelEdit/SoundNode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 7/16/01 5:58p $*
- * *
- * $Revision:: 14 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "soundnode.h"
- #include "sceneeditor.h"
- #include "filemgr.h"
- #include "_assetmgr.h"
- #include "editorassetmgr.h"
- #include "w3d_file.h"
- #include "cameramgr.h"
- #include "collisiongroups.h"
- #include "persistfactory.h"
- #include "editorchunkids.h"
- #include "preset.h"
- #include "sound3d.h"
- #include "soundsettingspage.h"
- #include "nodeinfopage.h"
- #include "positionpage.h"
- #include "editorpropsheet.h"
- //////////////////////////////////////////////////////////////////////////////
- // Persist factories
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<SoundNodeClass, CHUNKID_NODE_NEW_SOUND> _NewSoundNodePersistFactory;
- class SoundNodePersistFactoryClass : public SimplePersistFactoryClass<SoundNodeClass, CHUNKID_NODE_OLD_SOUND>
- {
- public:
- PersistClass * Load (ChunkLoadClass &cload) const
- {
- SoundNodeClass * new_obj = new SoundNodeClass;
- SoundNodeClass * old_obj = NULL;
- //
- // Load the object's old pointer
- //
- cload.Open_Chunk();
- WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJPOINTER);
- cload.Read(&old_obj,sizeof(SoundNodeClass *));
- cload.Close_Chunk();
- //
- // Load the sound node object using a legacy load
- //
- cload.Open_Chunk();
- WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJDATA);
- new_obj->Use_Legacy_Load (true);
- new_obj->Load(cload);
- cload.Close_Chunk();
- SaveLoadSystemClass::Register_Pointer(old_obj,new_obj);
- return new_obj;
- }
- };
- SoundNodePersistFactoryClass _LegacySoundNodePersistFactory;
- //////////////////////////////////////////////////////////////////////////////
- // Save/load constants
- //////////////////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_BASE_CLASS = 0x07160304,
- CHUNKID_INSTANCE_SETTINGS
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // SoundNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- SoundNodeClass::SoundNodeClass (PresetClass *preset)
- : PhysObj (NULL),
- SoundObj (NULL),
- Sphere (NULL),
- OverridePreset (false),
- UseLegacyLoad (false),
- NodeClass (preset)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // SoundNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- SoundNodeClass::SoundNodeClass (const SoundNodeClass &src)
- : PhysObj (NULL),
- SoundObj (NULL),
- Sphere (NULL),
- OverridePreset (false),
- UseLegacyLoad (false),
- NodeClass (NULL)
- {
- *this = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~SoundNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- SoundNodeClass::~SoundNodeClass (void)
- {
- Remove_From_Scene ();
- Release_Sound ();
- MEMBER_RELEASE (PhysObj);
- MEMBER_RELEASE (Sphere);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Release_Sound
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Release_Sound (void)
- {
- if (SoundObj != NULL) {
- SoundObj->Remove_From_Scene ();
- SoundObj->Stop ();
- SoundObj->Release_Ref ();
- SoundObj = NULL;
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Initialize (void)
- {
- //
- // Start fresh
- //
- Show_Attenuation_Spheres (false);
- Release_Sound ();
- MEMBER_RELEASE (PhysObj);
- AudibleSoundDefinitionClass *definition = NULL;
- definition = static_cast<AudibleSoundDefinitionClass *> (m_Preset->Get_Definition ());
- if ( definition != NULL &&
- ::SuperClassID_From_ClassID (definition->Get_Class_ID ()) == CLASSID_SOUND)
- {
- //
- // Copy the preset's settings to our instance (if necessary)
- //
- if (OverridePreset == false) {
- InstanceSettings.Set_Volume (definition->Get_Volume ());
- InstanceSettings.Set_DropOff_Radius (definition->Get_DropOff_Radius ());
- InstanceSettings.Set_Start_Offset (definition->Get_Start_Offset ());
- InstanceSettings.Set_Pitch_Factor (definition->Get_Pitch_Factor ());
- InstanceSettings.Set_Max_Vol_Radius (definition->Get_Max_Vol_Radius ());
- }
- //
- // Create the render object this tile depends on
- //
- RenderObjClass *render_obj = ::Create_Render_Obj ("SPEAKER");
- WWASSERT (render_obj != NULL);
- if (render_obj != NULL) {
-
- // Create the new physics object
- PhysObj = new DecorationPhysClass;
-
- //
- // Configure the physics object with information about
- // its new render object and collision data.
- //
- PhysObj->Set_Model (render_obj);
- PhysObj->Set_Transform (Matrix3D(1));
- PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
- PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
- PhysObj->Peek_Model ()->Set_Collision_Type (COLLISION_TYPE_6);
- PhysObj->Set_Transform (m_Transform);
-
- //
- // Release our hold on the render object pointer
- //
- MEMBER_RELEASE (render_obj);
- //
- // Create the sound object
- //
- Update_Sound ();
- //
- // Update the position and orientation
- //
- Set_Transform (m_Transform);
- }
- }
- //
- // Make sure the attenuation spheres are correctly displayed
- //
- Show_Attenuation_Spheres (::Get_Scene_Editor ()->Are_Sound_Spheres_Displayed ());
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- SoundNodeClass::Get_Factory (void) const
- {
- return _NewSoundNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- /////////////////////////////////////////////////////////////////
- const SoundNodeClass &
- SoundNodeClass::operator= (const SoundNodeClass &src)
- {
- NodeClass::operator= (src);
- return *this;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Add_To_Scene
- //
- //////////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Add_To_Scene (void)
- {
- if (SoundObj != NULL && SoundObj->Is_In_Scene () == false) {
- SoundObj->Add_To_Scene ();
- }
- if (Sphere != NULL) {
- Sphere->Display_Around_Node (*this);
- }
- NodeClass::Add_To_Scene ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Remove_From_Scene
- //
- //////////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Remove_From_Scene (void)
- {
- if (SoundObj != NULL && SoundObj->Is_In_Scene ()) {
- SoundObj->Stop ();
- SoundObj->Remove_From_Scene ();
- }
- if (Sphere != NULL) {
- Sphere->Remove_From_Scene ();
- }
- NodeClass::Remove_From_Scene ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Pre_Export (void)
- {
- Add_Ref ();
- if (PhysObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Remove_Object (PhysObj);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Post_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Post_Export (void)
- {
- if (PhysObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Add_Dynamic_Object (PhysObj);
- }
- Release_Ref ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Show_Attenuation_Spheres
- //
- //////////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Show_Attenuation_Spheres (bool onoff)
- {
- if (onoff && Sphere == NULL) {
-
- Sphere = new AttenuationSphereClass;
- Sphere->Display_Around_Node (*this);
- Sphere->Set_Opacity (0.25F);
- Sphere->Set_Radius (Get_Attenuation_Radius ());
- //
- // Determine what color to make the sphere
- //
- if (m_Preset != NULL && m_Preset->Get_Definition () != NULL) {
- AudibleSoundDefinitionClass *definition = NULL;
- definition = static_cast<AudibleSoundDefinitionClass *> (m_Preset->Get_Definition ());
- if (::SuperClassID_From_ClassID (definition->Get_Class_ID ()) == CLASSID_SOUND) {
- Sphere->Set_Color (definition->Get_Sphere_Color ());
- }
- } else {
- Sphere->Set_Color (Vector3 (0, 0.75F, 0.75F));
- }
- } else if (onoff == false && Sphere != NULL) {
- Sphere->Remove_From_Scene ();
- MEMBER_RELEASE (Sphere);
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Set_ID
- //
- /////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Set_ID (uint32 id)
- {
- NodeClass::Set_ID (id);
- if (SoundObj != NULL) {
- SoundObj->Set_ID (m_ID);
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Update_Sound
- //
- /////////////////////////////////////////////////////////////////
- void
- SoundNodeClass::Update_Sound (void)
- {
- if (m_Preset == NULL) {
- return ;
- }
- //
- // Dig the definition out of the preset
- //
- AudibleSoundDefinitionClass *definition = NULL;
- definition = static_cast<AudibleSoundDefinitionClass *> (m_Preset->Get_Definition ());
- if (definition == NULL) {
- return ;
- }
- //
- // Start fresh
- //
- Release_Sound ();
- //
- // Make sure we 'get' all the assets locally that we need
- // for the preset.
- //
- m_Preset->Load_All_Assets ();
- //
- // Setup the current directory so the file system can find the sound
- // file we are about to load.
- //
- CString full_path = ::Get_File_Mgr ()->Make_Full_Path (definition->Get_Filename ());
- CString path_only = ::Strip_Filename_From_Path (full_path);
- ::Set_Current_Directory (path_only);
- //
- // Create and initialize the sound object
- //
- SoundObj = (AudibleSoundClass *)definition->Create ();
- if (SoundObj != NULL) {
- SoundObj->Set_Transform (m_Transform);
- SoundObj->Set_ID (m_ID);
-
- //
- // Make sure the sound object is 'static'
- //
- Sound3DClass *sound3d = SoundObj->As_Sound3DClass ();
- if (sound3d != NULL) {
- sound3d->Make_Static (true);
- }
- //
- // Override the preset settings with our instance settings
- //
- if (OverridePreset) {
- SoundObj->Set_Volume (InstanceSettings.Get_Volume ());
- SoundObj->Set_DropOff_Radius (InstanceSettings.Get_DropOff_Radius ());
- SoundObj->Set_Start_Offset (InstanceSettings.Get_Start_Offset ());
- SoundObj->Set_Pitch_Factor (InstanceSettings.Get_Pitch_Factor ());
- if (sound3d != NULL) {
- sound3d->Set_Max_Vol_Radius (InstanceSettings.Get_Max_Vol_Radius ());
- }
- }
- //
- // Add the sound to the scene (if necessary)
- //
- if (In_Scene ()) {
- SoundObj->Add_To_Scene ();
- }
- } else {
- WWDEBUG_SAY (("Unable to create sound object for preset %s\r\n", definition->Get_Name ()));
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Show_Settings_Dialog
- //
- /////////////////////////////////////////////////////////////////
- bool
- SoundNodeClass::Show_Settings_Dialog (void)
- {
- NodeInfoPageClass info_tab (this);
- PositionPageClass pos_tab (this);
-
- //
- // Display the settings tab for instance overrides
- //
- SoundSettingsPageClass settings_tab;
- settings_tab.Set_Definition (&InstanceSettings);
- //
- // Add each tab to the property sheet
- //
- EditorPropSheetClass prop_sheet;
- prop_sheet.Add_Page (&info_tab);
- prop_sheet.Add_Page (&pos_tab);
- prop_sheet.Add_Page (&settings_tab);
- //
- // Show the property sheet
- //
- UINT ret_code = prop_sheet.DoModal ();
- if (ret_code == IDOK) {
- OverridePreset = true;
- Update_Sound ();
- }
-
- // Return true if the user clicked OK
- return (ret_code == IDOK);
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- SoundNodeClass::Save (ChunkSaveClass &csave)
- {
- //
- // Save the base class
- //
- csave.Begin_Chunk (CHUNKID_BASE_CLASS);
- NodeClass::Save (csave);
- csave.End_Chunk ();
- //
- // Save the parent class
- //
- if (OverridePreset) {
- csave.Begin_Chunk (CHUNKID_INSTANCE_SETTINGS);
- InstanceSettings.Save (csave);
- csave.End_Chunk ();
- }
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load
- //
- /////////////////////////////////////////////////////////////////
- bool
- SoundNodeClass::Load (ChunkLoadClass &cload)
- {
- //
- // Go straight to the base class if we need to suport
- // legacy loads
- //
- if (UseLegacyLoad) {
- return NodeClass::Load (cload);
- }
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
- case CHUNKID_BASE_CLASS:
- NodeClass::Load (cload);
- break;
- case CHUNKID_INSTANCE_SETTINGS:
- InstanceSettings.Load (cload);
- OverridePreset = true;
- break;
- }
- cload.Close_Chunk ();
- }
- return true;
- }
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